Professional Documents
Culture Documents
EMPIRES
SCIENCE FANTASY ADVENTURES
ADVENTURES IN THE STARSTAR-FARING ANCIENT PAST
OF PROFESSOR M.A.R. BARKERS WORLD OF T
TKUMEL
*
REVISED
PLAYTEST DRAFT
Additional information for Humanspace Empires at IX blog,
http://ixians.blogspot.com/
This work is a free fan publication. All included artwork is believed to be in the
public domain or has been released into the public domain. All original text is Open
Game Content.
Tkumel and its related products and materials are copyright 1975 and 2010 by Prof.
M.A.R. Barker.
This work is not intended in any way to infringe upon that copyright or other
intellectual property rights of Prof. M.A.R. Barker.
INTRODUCTION
In the early 21st century Western
Civilization" and the nations of Terra are
obliterated by the Atomic Armageddon. Over
thousands of years, the surviving peoples of
Earth rebuild a technological civilization atop
the radioactive ashes. Humankind again
reaches for the stars and eventually
encounters an advanced insectoid race near
the star Procyon. This ancient alien race, the
P Chi, gift the peoples of Earth with th
the
47987-48044 AD Clonemaster-Cy
Cymek War
48044 49002 AD Cymek Empire
49002- 49440 AD the Lesser [Third] Interim
49401 AD Ansible invented by the P Chi on
Procyon
49440 54085 AD Duration of the (First)
Humanspace Alliance
52940 AD Interfogulator invented
54044 54085 AD nth Interstellar War ends,
collapse of the (First) Humanspace Alliance
54085 - 55929 AD Fourth Interim
55929- ????? Humanspace [Third Terran]
Empire
62,011 AD
Empires)
The
present
(Humanspace
CHARACTERS
CHARACTER GENERATION
NERATION
rolling 3d6 for
Characters are generated by roll
each basic attribute,, in the same order that
they are described in this chapter, Strength,
Dexterity, Constitution, Intelligence, Psyc
Psychic
Power,, and Charisma, Record the rolls on a
character sheet.. The character sheet provided
at the end of this book may be used
used.
After generating the basic attributes, note the
various modifiers that each attribute provides
Basic Attributes
A characters Basic Attributes are determined
randomly. Roll 3d6 for each. Roll abilities in
the order discussed below. The Referee may
allow a player to roll abilities in any order
order;
however this is not recommended
recommended.
DEXTERITY SCORES
Armor
Attack
Saving Throw
Class
Modifier*
fier*/
Modifier
Score Modifier Initiative
(to Energy
Modifier**
Blast)
3
+3
-2
-3
4-5
+2
-1
-2
6-8
+1
-1
-1
9-12
0
0
0
13-15
-1
+1
+1
16-17
-2
+1
+2
18
-3
+2
+3
*These modifiers apply to hit and damage for
melee and missile attacks.
**These adjustmentss are applied if the optional
individual initiative rules are used.
Constitution (CON) represents a characters
general health and stamina. A Constitution
bonus increases a characters hit points and
thus, his or her survivability..
CONSTITUTION SCORES
Hit Point
Score
Modifier
per Hit Die*
3
4-5
6-7
8-12
13-15
16-17
18
-3
-2
-1
0
+1
+2
+3
Saving
Throw
Modifier
(to all Poison
and Disease)
-3
-2
-1
0
+1
+2
+3
-2
6-8
-1
9-12
13-15
+1
16-17
+2
18
+3
PSY Powers
Unable to use
PSY powers
Unable to use
PSY powers
Unable to use
PSY powers
Unable to use
PSY powers from
Group I-III.
No restrictions or
bonus
+1 PSY power
success rolls
+2 PSY power
success rolls.
Retainers
1
2
3
4
5
6
7
Retainer
Morale
4
5
6
7
8
9
10
Prime Requisites
Several classes discussed later in this text
have listed ability prime requisites. The table
below details the effect a score in a prime
Experience
Adjustment
-10%
10%
--5%
0
+5%
+10%
Attribute
STR
DEX
CON
INT
PSY
CHA
Alignment
In Humanspace Empires, characters are not
created with an alignment; however
monsters and certain beings and NPCs are
a
described
with
an
alignment
that
t
characterizes their relationship to the
characters, or more generally, the dominant
domina
culture of Humanspace. The three alignments
are generally self-explanatory,
explanatory, Inimical,
Neutral and Allied.
Inimical monsters and beings stand in violent
opposition to Humanspace, humanity and its
allies in known space. Neutral creatures are,
for various
us reasons, neither almost certainly
hostile or friendly to characters,
characters and Allied
beings will usually be friendly.
Situational conditions and other factors will,
in most cases, influence reactions between
encountered beings, monsters and characters
to a greater degree than alignment. Inimical
beings will; however, almost always be
hostile.
Attribute Increases
Upon a characters attainment of a new level
of experience, the player may roll to attempt
to improve one of the characters attribute
scores. If a player rolls 19-20
20 on 1d20, +1
point may be added to one attribute
determined randomly. A roll that would
SPECIES
Humanity: Mankind is the dominant species
in Humanspace, the most prolific,
prolific the most
widespread,, and possibly the most diverse.
diverse
Humans are not limited in their
heir advancement
as Adventurers, Astronauts, Scientists or
Warriors.
Ahoggy: The Ahoggy of Achernar are fourarmed and four-legged, barrel-bodied, bristly
and knobby alien sapients. Their muscular
legs extend out from the base of the body in a
crouch. Their four arms extend out at
equidistant intervals from beneath a domed,
thickly armored carapace at the top of their
body. Their hands and feet both possess three
digits and a thumb. Between and below their
arms, protected by a horny ring, are two eyes
and a fanged mouth on one side, and two eyes
and other organs on each of the other three
sides. They are somewhat shorter than an
average human but considerably more
massive. The species has eight sexes.
The Ahoggy inhabit a semi-autonomous
region of Humanspace rimward of Terra;
their own star empire having been conquered
by Terrans thousands of years ago. They are
generally viewed as an inferior species and
have adapted less well to Terran hegemony
than many alien cultures. They are known for
their great boxy trade ships loaded with what
most races consider refuse.
Ahoggy characters must have STR and CON
scores of 13 or higher and a PSY score no
greater than 9. They have a natural AC of 7
and if unarmed, attack for 1d6 damage with
their claws. All Ahoggy receive an additional
2d6 hit points at first level.
Some (1 in 4) Ahoggy are anti-Psychic. These
will have a PSY score of 8 or less; however
they receive a PSY effect saving throw bonus
in lieu of a penalty (equal to the absolute
value of the penalty). PSY power success
throws within 50 feet of these beings also
suffer the penalty.
Ahoggy are fully coordinated and may attack
with all four arms at no penalty; however,
because they are radially symmetrical, they
can attack a single opponent no more than
twice in a round. Ahoggy Warriors do not
gain additional attacks at high levels. Ahoggy
are unlimited in their advancement as
Warriors. They may progress no higher than
8th level in the other classes.
LANGUAGES
Most characters,, excepting those from lost
colonies, deep space, or primitive worlds
worlds, begin
with the common language of Humanspace
Humanspace. This
tongue is Sunuz, or Standard Star Empire and it
is a descendent of the Tamil, Mayan, and Arabic
languages of Ancient Terra.
There are four main branches of the universal
language: High Sunuz, Standard Sunuz,
Commercial Sunuz, and Scientific Sunuz. There
are also many forms of low Sunuz, especially
among lost colonies. The various dialects are
are;
however remarkably uniform. Few lost colonies
Background Skills
All characters have a background; this
includes a number of skills acquired during
du
their youth. The skills listed in this section
are not intended to represent the sum of a
characters knowledge but include those that
may be of use to during the game. The first
group consists of Basic: skills,
skill the skills of the
proles of known space.. The Technical group
includes skills that require more advanced
study or training.. Finally the Expert skills
include talents and skills that require
considerable
erable time and formal education or
intensive training. To determine a characters
starting skills, roll 1d20, add the intelligence
attribute modifier and consult the table
below.
BACKGROUND SKILL SELECTION
Roll
Background Skills
(-2)-1 Choose one basic skill.
skill
2-4
Choose one basic and one technical
skill.
5-9
Choose one skill from each category.
10-13 Choose 2 basic skills, 2 technical
skills and one expert skill.
14-17 Choose 3 skills from each category. *
18-19 Choose 4 basic skills, 3 technical
skills and 3 expert skills.*
skill
20+
Choose 4 skills from each category. *
steward
survivalist
swimmer-diver
tailor
urbanite
slaver
smuggler
thief
tracer
trader
tubeway tech
poet
scholar
security
soldier
spacer
spy
Skill Descriptions
Most of the skills are self-explanatory, and it
is left to the player and the Referee to
determine the implementation and resolution
of skill related actions. Some skills require
additional explanation.
Brawler skill represents experience in
unarmed hand to hand combat. Unskilled
characters suffer a -2 penalty to hit in combat
of this type. The brawler skill modifier is
added to the hit and damage rolls,
Drivers are proficient in the operation of
wheeled and tracked ground vehicles.
Expert
archaeologist
architect
artist- sculptor
assassin
astronomer
author
entertainer
gladiator
jack
journalist
mathematician
medic
musician
orator
Adventurer
Requirements: None
Prime Requisite: None
Hit Dice: d6
Maximum Level: None
Adventurers are characterized by their
personal independence and ability to master
many disciplines for their own ends. The
Adventurer lives by his wits and owes
allegiance to no profession.
sion. His or her
objectives are typically wealth
wealth, reputation
and excitement. The Adventurer is multi
multitalented, but lacks the self-discipline
discipline to
master any one of the profession..
The Adventurer utilizes talents of a Warrior,
Astronaut and Scientist; however
er, is limited
to the lesser talents of each. Adventurers are
not limited in their use of standard super
super-
ADVENTURER SKILLS/POWERS
POWERS
SELECTION
Roll
Background Skills
(-3)--5 Choose one additional basic
background skill and 2 skills/
skills/Level
1 Powers from among the first 5
6-10
Choose 2 additional basic
background skills and 3 skills/
Level 1 Powers from among the
first 6
11-14
Choose 2 additional basic or
technical background skills and 4
skills/ Level 1 Powers from among
the first 7
15-17
Choose 2 additional basic or
technical background skills and 5
skills/ Level 1 Powers from among
the first 8
18-19
Choose 3 additional background
skills and 5 skills/ Level 1 P
Powers
from among the first 9
20+
Choose 3 additional background
skills, and 6 skills/ Level 1 P
Powers
from among the first 10
ADVENTURER SKILLS/POWERS
/POWERS
primitive weapon (type)
space swordsman
energy pistol
projectile pistol
energy rifle
projectile rifle
PSY luck/holographic scanner
empathy /attractor field
grenades
demolitions
control of self /holographic projection
bio-PK I /heat ray
third eye/ machine empathy
suggestion / psychohistory
psychometry/ Z-ray
ESP/ Y-ray
telepathy/ control device
These skills and powers are either selfexplanatory or detailed under the Astronaut,
Scientist, or Warrior class descriptions.
Progression to a higher
her experience level
permits the Adventurer to add 1d4 + INT
modifier Level 1 skills or powers with the
least advanced skill,, or lowest available on
the list, being mandatorily chosen first.
At 3rd level an Adventurer
dventurer may roll on the
skill success table in an attempt to gain one
Level 2 Astronaut or Scientist power. A
successful roll acquires the power.
At 5th and 7th level an adventurer may roll
on the skill success table in an attempt to gain
two Level 2 and one Level 3 Astronaut or
Scientist powers.
dventurer may roll on the
At 9th level an Adventurer
skill success table in an attempt to gain two
Level 2 and two Level 3 Astronaut or Scientist
powers.
Note that characters must have a PSY score
sufficient to use the powers in order to
acquire them. No Adven
dventurer may gain
powers greater than Level 3.
Astronaut
Requirements: None
Prime Requisite: DEX and PSY
Hit Dice: d6
Maximum Level: None
Astronauts, through the use of Specific
Professional Skills, pilot and crew the ships of
Humanspace and Beyond.
d. Due to their
exposure to interplanar energies during
space travel, astronauts with innate psychic
potential become capable of tapping these
energies to change reality with the power of
their minds. Astronauts tend to be very
mystical or religious; manyy become devotees
of ancient weird religions.
Astronauts are only slightly less effective in
combat than Warriors, due to the many
dangerous alien encounters that they
routinely face. Astronauts are not limited in
their use of standard super
super-scientific
weapons.. They are not; however allowed to
wear Space Armor.
ASTRONAUT SKILLS/POWERS
/POWERS SELECTION
Roll
Background Skills
(-2)---5 Choose 2 skills/ Level 1 P
Powers
from among the first 3
6-10
Choose 3 from the first 6
11-14
Choose 4 from the first 7
15-17
Choose 5 from the first 7
18-19
Choose 6 from thee first 8
20+
Choose 7 from the first 10 and
one power from Level 2
ASTRONAUT SKILLS/POWERS
engineer
gunner
space swordsman
energy pistol
navigator
pilot
PSY luck
empathy
control of self
bio-PK I
third eye
suggestion
pyschometry
ESP
telepathy
PSY weapons
telekinesis
Scientist
Requirements: INT 10 or greater
Prime Requisite: INT and PSY
Hit Dice: d6
Maximum Level: None
The Scientists of Humanspace represent
those whom have devoted their lives to
scholarly pursuits, experimentation, research,
and invention. Like Astronauts, Scientists
with psychic potential are capable of
manipulating inter-planar
planar energies with their
minds; however, unlike the Astronauts, they
require technological devices to ffocus and
direct these powers. Specific Professional
Skills for Scientist characters will detail their
research interests and areas of scientific
expertise.
Scientists are limited in their use of standard
super-scientific
scientific weapons and may only attain
proficiency
iency in the use of energy pistols. Any
other weapon, if used, will be subject to a -4
Experience
Level
Hit Dice (d6)
0
1
1+6hp
1,251
2
2+6hp
2,501
3
3+6hp
5,001
4
4+6hp
10,001
5
5+6hp
20,001
6
6+6hp
40,001
7
7+6hp
80,001
8
8+6hp
160,001
9
9+6hp
280,001
10
+1 hp only *
400,001
11
+2 hp only *
520,001
12
+3 hp only *
640,001
13
+4 hp only *
760,001
14
+5 hp only *
880,001
15
+6 hp only *
1,000,001
16
+7 hp only *
1,120,001
17
+8 hp only *
1,240,001
18
+9 hp only *
1,360,001
19
+10 hp only *
1,480,001
20
+11 hp only *
*Hit point modifiers from constitution are
ignored
The characters initial professional skills are
determined by rolling
ing 1d20, applying any INT
modifier and consulting the following tables.
Skills and powers must be chosen in the order
presented on the table;
Scientist class characters that receive at least
one Level 1 power are assumed to begin the
game with a Plastic Actualizer or Lens. This
technological device is worn on the head, or
sometimes surgically implanted within the
Scientists skull. It focuses the characters
innate psychic ability and allows the scientist
to manipulate other planar energies with the
power of his or her mind.
Scientists with low PSY scores will not be able
to use certain class powers. Rare and
expensive Lens models may actually provide
a bonus to the Scientists PSY score allowing
SCIENTIST SKILLS/POWERS
biologist-botanist
physician
energy pistol
programmer
chemist
roboticist
astrophysicist
holographic scanner
attractor field
inter-planar physicist
holographic projection
heat ray
machine empathy
psychohistory
Z-ray
Y-ray
control device
Several of the above listed skills represent
areas of super-scientific
scientific expertise that may be
selected by Scientist characters. Scientists
may utilize these skills to conduct research
and experiments, solve scientific problems,
and design, modify or create super scientific
devices. A roll on the skill success table is
needed to resolve such skill use. The others
include Super-Scientific
Scientific powers, detailed in
the next chapter.
Warrior
Requirements: None
Prime Requisite: STR and DEX
Hit Dice: d8
Maximum Level: None
The Warrior
rrior represents those adventurers
that live and die by the sword and/or raygun,
such as barbarian warlords from backward
Background Skills
Choose 5 skills from among the
first 8
Choose 7 from the first 9
Choose 9 from the first 11
Choose 10 from the first 13
Choose 11 from the first 14
Choose 12 from the first
f
15
WARRIOR SKILLS
primitive weapon (type)
space swordsman
space axeman
energy pistol
energy rifle
space armor
projectile pistol
projectile rifle
grenades
heavy weapons
demolitions
armored vehicle
combat medic
combat engineer
air pilot
gunner
strategist
Warrior skills are generally self-explanatory.
self
Progression to a higher experience level
permits the Warrior to add 1d4 + INT
modifier skills with the least advanced skill,
skill
or lowest available on the list, being
mandatorily chosen first.
Android/
Robot.
Scientist
Monster
HD
1
2
3
4
5
6
7
8
9+
1 or less
1+ and 2
2+ and 3
3+ and 4
4+ and 5
5+ and 6
6+ and 7
7+ and 8
8+
+ and 9
9+ and up
Roll
Needed
13
12
11
10
8
7
6
5
4
3
2
Level 2
Bio-PK II: This power restores 2d6 hit points
and be used once per day.
Cryokinesis This power manifests as a
powerful cold ray doing 1d6 points of damage
per every two user levels (rounded up) to its
target. The target receives a saving throw
versus energy blast. A successful save results
in damage. The ray will freeze substances
it strikes. This power can be used twice per
day.
Disbelieve: This power operates against
illusions and holograms and will destroy any
within a 10 foot radius. It can be used once
per day.
Inter-planar barrier: This power manifests
a wall of crackling force in front of the user.
Any being attempting to pass it must roll 18
or better on 1d20 (PSY save bonus may be
added to the roll). This wall does not stop
projectiles or energy, however the user is
blurred and all attacks against her are made
at -2 to the hit. This power only protects the
user and lasts for 2 rounds per level. This
power can only be used once per day.
Levitate: This power allows the user to rise
into the air and remain there for 2 rounds per
level of the user. He or she moves upwards 2
feet per round and lands softly at the end of
its duration. This power only affects the user,
vertical movement is not possible and it can
be used once per day.
Level 3
Astrakinesis: This power manifests as a
strong arcing electrical discharge that is 60
feet long and 5 feet wide. It deals 1d6 points
of electricity damage per user level to any
creature within its area. The discharge sets
fire to combustibles and damages objects in
its path; if the damage caused to an
interposing barrier shatters or breaks
through it, the bolt may continue beyond the
barrier if its range permits. Any creature
within the area of effect is allowed a saving
throw versus energy blast. A successful save
results in damage. This power can be used
twice per day.
Fear: This power causes a target to panic and
flee in terror. A saving throw against PSY
powers is allowed. The range of the power is
20 feet, and 2 rounds elapse between its use
and its effect, this leaves time for the target to
employ Psychic Surgery and nullify the effect.
The power can be used only once per day.
Fly: This power allows the user, with up to
250 lbs of additional weight, to fly at a speed
of 120 feet per round for 3 turns per level.
The flyer may rise to a height of 180 feet. The
power can be used only once per day.
Mind Bar: This power allows its user to force
a target to engage in or refrain from any
action or actions he or she specifies. The
power only affects one target and has a range
of 120 feet, lasts 12 rounds, and a saving
throw against PSY powers is permitted. It has
no effect on androids, robots, mindless
creatures or beings, inanimate objects, or
beings with 6 or more hit dice or levels. It
may be used once per day.
Mind Blank: The user or one target subject is
protected from all devices and powers that
detect, influence, or read emotions or
thoughts. This power also protects against all
PSY or super-scientific mind-affecting powers
and effects. It has a range of 30 feet. a
duration of 2 rounds per user level and may
be used once per day.
Level 4
Invulnerability: This power renders the user
or a target of his or her choosing impervious
to all weapons. This power is not proof
against inter-planar weapons or PSY attacks,
with the exception of powers that mimic
weapons, Doom-kill, Silver Halo, and
telekinesis. The effect lasts one round per
level of the user and can be used only once
per day.
Mind Control: This power allows the user to
control 1d4 intelligent beings for 3 rounds
per level of the user. A saving throw against
PSY powers is allowed and any being greater
than 7th level or 7 Hit Dice is not affected.
The power can be used only once per day and
has a range of 50 feet.
Psychic Surgery: This power will remove
negative PSY effects and restore the sanity of
beings driven mad by psychic or inter-planar
powers. This power can be used on one being
once per day.
PSY-Kill: This bio-kinetic power may be used
to kill a living being, typically by restricting
its breathing and stopping its heart. A saving
throw against death is permitted; if the saving
throw fails, the target is instantly
incapacitated and dies in 3d4 rounds unless
the attack is aborted or the attacker is killed
or rendered unconscious. The range of this
power is 120 feet. It is usable once per day
Level 6
Alter Reality: This
his power allows (within
limits imposed by the Referee) the user to
alter reality in a significant if not cosmic
manner; this is accomplished by contacting
an extremely powerful inter--dimensional
being. If the alteration is major, the being
may force the user into a compact. This
power can only be used once per week.
Call Inter-Planar Demon: One
ne large and
terrible demonic being may be called to serve
the user for 2 rounds per level of the user
user.
This demon will have 1d8 +8 hit dice. This
power may not be used by anyone under 9th
level. After using this power, the user will be
unable to use any psychic powers for one
week.
Doom-Kill: This power erupts as an invisible
inter-planar explosive force. The blast has a
range of 240 feet, a 2d6 is rolled to see iif the
target is hit (a hit occurs on 7--9), any roll
below 7 indicates that the blast has fallen
short, and any result higher than 9 means the
target has been overshot. If a user rolls 2 on
the 2d6 roll, he or she is the target! The
explosion requires a 30 foott area within
which it explodes.. Anything inside this area is
destroyed if a saving throw vs. energy blast at
SCIENTIST
(SUPERSCIENRIFIC
SUPERSCIENRIFIC) POWERS
Level 1
Attractor Field: This power allows the user
to move objects through air,
air void, or water.
The weight of the object and distance it can
be moved depends on the level of the user. A
user can move 1d4 pounds about 10 feet per
level. Objects being moved can be hurled fast
enough to stun an un-armored
armored being. a roll to
hit is necessary. This power is usable twice
per day.
Level 2
Heat Ray: This power manifests as a
powerful heat ray doing 1d6 points of
damage per every two user levels (rounded
up) to its target. The target receives a saving
throw versus energy blast. A successful save
results in damage. The power may be used
twice per day.
Holographic Projection (I): A holographic
image is displayed, overlaying the user. A
successful save vs. PSY powers will allow
disbelief in the holographic image. Semiintelligent creatures suffer a -2 penalty to the
roll. Automatons, androids, and mindless
creatures never believe in illusions. Damage
from an illusion is treated as real by those
that believe in them. Note that the illusion is
limited to the user only. This power is usable
once per day and has a duration of 3 rounds
per user level.
Holographic Scanner: This power functions
as a sensor orb and allows the user to see,
hear and create holographic recordings of any
activity within a 50 foot radius, even if walls
or other obstacles intervene. The remote
viewing may be done three times per day.
Machine Empathy: This power allows the
user to detect the presence of robots,
androids, and positronic computers at a range
of 100 feet; it lasts 2 rounds. A general sense
of the activity or function of the machine and
any hostility or threat that it may represent to
the user is also imparted. The power may be
used three times per day.
Y Ray (I): This power allows the user to
generate a low intensity Y-ray that will heal
Level 3
Holographic Projection (II): A limited
illusion of one approximately human sized
being is created. A successful save vs. PSY
powers will allow disbelief in the holographic
image. Semi-intelligent creatures suffer a -2
penalty to the roll. Automatons, androids,
and mindless beings never believe in
illusions. Damage from an illusion is treated
as real by those that believe in them. This
power is usable once per day and has a
duration of three rounds per user level.
Electrical Discharge: This power manifests
as a strong arcing electrical discharge that is
60 feet long and 5 feet wide. It deals 1d6
points of electricity damage per user level to
any creature within its area. The discharge
sets fire to combustibles and damages objects
in its path; if the damage caused to an
interposing barrier shatters or breaks
through it, the bolt may continue beyond the
barrier if its range permits. Any creature
within the area of effect is allowed a saving
throw versus energy blast. A successful save
results in damage. The power may be used
once per day.
Level 4
Electromagnetic Pulse: This power creates a
massive energy pulse that will jam all
unshielded electrical equipment (including
energy weapons, robots, androids and force
fields) in the effect radius for 2 rounds per
level. Shielded devices, androids and robots
are allowed a save vs, death to avoid the
effect. The scientist may establish a zone of no
more than a 10 foot radius within the area of
effect within which the pulse is negated. The
power may be used once per day.
Holographic projection (III): This power
allows the user to create the illusion of any
one being that he or she can imagine, up to
about five times the size of a human or up to
five human sized illusory beings. These last
for 2 rounds per level of the user. The
holographic beings can move up to 240 feet
away from the user. A successful save vs. PSY
powers will allow disbelief in the holographic
image. Semi-intelligent creatures suffer a -2
penalty to the roll. Automatons, androids,
and mindless creatures never believe in
illusions. Damage from an illusion is treated
as real by those that believe in them.
Mind Blank: The user or one target subject is
protected from all devices and powers that
detect, influence, or read emotions or
thoughts. This power also protects against all
PSY or super-scientific mind-affecting powers
and effects. It has a range of 30 feet. a
duration of 2 rounds per user level and may
be used twice per day.
Nega-sphere: This power creates a black
globe of force, with a radius of ten feet that
protects those enclosed against all attacks or
Level 6
Disintegrate: This power manifests as a thin,
green ray. No attack to hit is necessary, but
targets may save versus death to negate the
effects. Any corporeal being or construct of
any size struck by the ray is instantly
disintegrated. When used against an object,
the ray disintegrates as much as one 10 cube
of inanimate matter; disintegrating only a
part of any very large object or structure
targeted. The power may be used once per
day.
Monster from the Id: This power creates a
very powerful 2d4 +8 hit dice invisible
monster from the users subconscious. The
monster will serve for 3 rounds per level of
the user. Note this power cannot be used by
anyone of 6th level or less. If the user is of 7th
to 8th level, he or she must subsequently rest
for one full week. A 9th level or higher user
may use this power once per day but must
rest one full day between uses.
Nexus Point: This power will be detailed in
subsequent editions.
Y Ray (IV): This power allows the user to
generate an ultra high- intensity Y-ray that
will restore one being to life. The revived
being must rest for one week. The power is
effective up to one week after death and is
usable once per week. Scientists of 8th level
or below may not utilize this power.
WEAPONS
Super Scientific Melee Weapons
Weapon
Psy-knife
Psy-sword
Space ax
Space sword
Vibro blade
Variable
Damage
1d10
2d6
2d6
1d10
1d8
CR
Weight
0.5 lb.
1 lb.
5 lb.
3 lb.
1 lb.
1000
2000
300
200
100
Variable
Damage
2d6
2d8
1d8+1
1d10+1
1d8
1d10
2d8
3d8
1d10
2d6+1
3d6
1d8
1d10
2d6
CR
Weight
1 lb.
3 lb.
20 lb.
1 lb.
3 lb.
0.5 lb
3 lb.
1 lb.
3 lb.
15 lb.
20 lb.
3 lb.
2.5 lb.
2.5 lb.
6 lb.
1 lb.
3 lb.
1 lb.
10000
300
500
175
300
75
150
550
400
150/10*
175/10*
300/3*
500/5*
200
350
300
Z-ray rifle
500
360
2d8
3 lb.
* Projectile weapons require ammunition, available at the cost shown per shell or clip.
Tangle Gun: These large pistols fire a multilayered mass of strong, sticky strands.
Creatures caught within the tangle become
entrapped among the gluey fibers. Entangled
creatures cant move, but can break loose
depending on their strength. Any being with
strength in a human range can break free of
the webs in 2d4 turns. Creatures of higher
strength can break free in 4 rounds. The
strands are highly flammable. All creatures
within the burning tangle mass take 1d6
points of fire damage from the flames for 2
rounds. After this time surviving creatures
creatu
are free of the strands. A clip of ammunition
weighs 0.5 pounds and is sufficient for 6
shots.
CR
5000
2000
100
150
150
1000
150
1 lb.
50
100
100
3000
500
ARMOR
SUPER SCIENTIFIC ARMOR
Armor
AC
Weight
Heavy clothing
8
10 lb.
Skin suit
6
7 lb.
Space armor (light)*
4
50
0 lb.
Space armor (medium)* 3
100 lb.
Space armor (heavy)* 2
150 lb.
Space suit*
5
20 lb.
Shield belt (Mk I)
8
1 lb.
Shield belt (Mk II)
7
2 lb.
Still suit
7
5 lb.
CR
30
500
1000
3000
8000
500
550
1000
300
Spacesuit: Spacesuits
suits are considerably
bulkier
ulkier than form fitting skin suits and
include a body suit, gauntlets, boots, and a
bubble helmet. The wearer suffers no effects
from gas or disease so long as the suit has not
been breached, A suit is breached when the
wearer takes damage, Advanced spacesuits
space
have limited self repair capability and
breaches will be repaired on a roll of 1 or 2 on
a 1d6. Super-scientific
scientific space suits repair
breaches on a roll of 1-3
3 on a 1d6.
Still suit: Still-suits
suits are tight fitting garments
made of a synthetic osmotic equipped with
waste water recycling systems to maximize
recovery of all water loss. Assuming
A
any
atmospheric water is present an individual
wearing a properly fitted suit can subsist on
recovered water indefinitely. These suits do
not protect against vacuum
um or extremes of
heat and cold but provide some armor
protection.
GEAR
Air Tablets: When placed in a bubble helmet,
each tablet provides 8 hours of breathable air.
CR 10 each; Weight: negligible.
Canteen: A container that holds one quart of
liquid. CR 10. Weight: 1 lb.
Sensor orb:
A handheld multipurpose
scanner that can sample and measure
atmospheric
conditions,
take
gravitic
readings, detect and define life in a 50 foot
radius, provide chemical analysis of
substances, make holographic recordings, etc,
Science skills are needed to make full use of
the device. CR 1500; Weight: 1 lb.
Drugs
Anti-Tox: This drug is a powerful multimulti
purpose anti-toxin. Each dose allows a poison
victim to make an additional saving throw vs.,
poison at +4 to overcome the effects of the
toxin. Certain poisons cannot be treated with
this drug as special ingredients may be
needed. CR 50; Weight: 0.5 lb. per dose.
Boon: This drug provides a temporary boost
of 1d2 points to the individuals STR, CON, and
DEX attributess and 1d6 additional hit points.
points
The effect lasts 1d2 turns and no attribute
may be increased beyond 18. CR 600; Weight:
0.5 lb. per dose.
Flask This drug
rug is a potent bio-stabilizer,
bio
mild
narcotic
analgesic
and
tissue
regenerative serum. One standard dose
delivered by hypo-spray
spray injector will heal
1d6 +1 hit points. CR 60; Weight: 0.5 lb. per
dose.
encountered beings.
COMBAT MOVEMENT
Players announce that their characters
movement during a melee round prior to the
initiative roll. A combatant may move its
encounter movement and attack in the same
round, but if a greater distance is traversed
no attack is possible. Note that higher level
Warriors, hasted characters or beings, and
some monsters are allowed multiple attacks
per round and may sacrifice
acrifice one attack for
additional movement.
A fighting retreat allows a character or
monster to move backwards at normal
ATTACKS
Characters may move and make a ranged
weapon attack, or move and make a melee
attack in one round. Readying, switching
s
or
reloading weapons is done in lieu of one
attack. Most characters can only attack once
each round, but high level Warriors
W
and some
monsters are allowed multiple attacks. A
player or the referee will roll 1d20 to
determine if most types of attack are
successful. The modified result of the roll is
compared to the attack table for either
characters or monsters, as appropriate. A
result that is equal to or above the attack
value that corresponds to the characters
level or the monsters
rs hit dice and the
opponents armor class results in a hit.
Damage is then rolled by weapon type or
monster attack, taking into account any
bonuses or penalties. See the attack tables
later in this section.
Melee and and-unarmed attacks are possible
when opponents are within 5 feet of one
another. Ranged, or energy and projectile
weapon, attacks are usually possible only
when opponents are greater
er than 5 feet from
one another.
MELEE COMBAT
Melee attacks are made by hand-held
hand
weapons such as swords or axes. The ability
to hit and damage done is affected by STR
UNARMED COMBAT
AUTOMATIC FAILURE
If a natural 1 is rolled on the 1d20 attack roll,
the attack is an automatic failure and misses
the target regardless of the number needed to
hit and any modifiers.
Additionally, the player or Referee must roll a
1d6. A roll of 4 or 5 indicates that the weapon
used in the attack was dropped, jammed, or
otherwise rendered inoperable for one
additional round and a roll of 6 indicates that
the weapon is broken and unusable until
repaired.
RANGED ATTACKS
All ranged weapons are statted with
maximum effective ranges, which must be
taken into account when trying to strike an
opponent at a distance. If an opponent is
AERIAL COMBAT
Some flying monsters or beings and even
flying characters may make a swooping
attack on surprised opponents. The referee
may improvise an array of other situations
that may occur.
Classes
Adventurer,
Android/Ro
bot
Astronaut Warrior
Level Ranges
0
1-2
1
3-4
2-3
5-6
4
7-8
5-6
9-10
7
11-12
8
13-14
9
15-16
10-11
17-18
12
19-20
13
21+
14
15
16
17
18
19+
Attack Values: Roll 1d20 and hit the Armor Class with the listed value
or higher
Scientist
1-2
3-5
6-8
9-11
12-13
14-15
16-18
19-20
21-23
24+
Attacking
Monster HD
1 or less
1+ and 2
2+ and 3
3+ and 4
4+ and 5
5+ and 6
6+ and 7
7+ to 9
9+ to 11
11+ to 13
13+ to 15
15+ to 17
17+ to 19
19+ to 21
21+ and above
-6
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
-5
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
-6
20
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
-5
20
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9
-4
20
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8
-3
20
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
-2
20
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
-1
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
Armor Class
0 1 2 3
20 19 18 17
19 18 17 16
18 17 16 15
17 16 15 14
16 15 14 13
15 14 13 12
14 13 12 11
13 12 11 10
12 11 10 9
11 10 9 8
10 9 8 7
9 8 7 6
8 7 6 5
7 6 5 4
6 5 4 3
5 4 3 2
4 3 2 2
6
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2
7
12
11
10
9
8
7
6
5
4
3
2
2
2
2
2
4
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2
8
11
10
9
8
7
6
5
4
3
2
2
2
2
2
2
5
15
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2
9
10
9
8
7
6
5
4
3
2
2
2
2
2
2
2
6
14
13
12
11
10
9
8
7
6
5
4
3
2
2
2
2
2
7 8 9
13 12 11
12 11 10
11 10 9
10 9 8
9 8 7
8 7 6
7 6 5
6 5 4
5 4 3
4 3 2
3 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
SAVING THROWS
All characters and monsters can make saving throws to avoid the full effects of certain powers,
attacks, and effects. When a saving throw is required, the player or Referee will roll 1d20 and
consult the appropriate table below. A result that is greater than or equal to the value listed for the
saving throw is a success. However, the roll is failed if the result is less than the listed number.
Certain modifiers may apply.
Some successful saving throw rolls will completely negate an effect, while others will result in only
half damage rather than full damage. There are times when an attack, like a poisonous bite, can do
damage from both the bite itself and from poison separately. Poison usually kills if the saving throw
is failed. The appropriate saving throw to use and the effects with a success or failure will be
indicated in the description of the power, monster attack, or Referee.
Death
Energy
Blast
1-4
5-8
9-12
13-16
17+
11
9
7
3
2
16
14
12
8
6
Poison
and
Disease
14
12
10
8
6
HD
Death
Energy
Blast
12
10
8
6
5
0 to 4
4+ to -8
8+ to 12
12+ to-16
16+ and
up
13
11
9
7
6
16
14
12
8
6
ANDROID/ROBOT/SCIENTIST SAVING
THROWS
Level
Death
Energy
Blast
1-4
5-8
9-12
13-16
17+
13
11
9
7
6
16
14
12
8
7
Poison
and
Disease
13
11
9
7
6
Poison
and
Disease
14
12
10
8
6
PSY
Effects
14
12
10
8
6
PSY
Effects
Level
Death
Energy
Blast
13
11
9
7
6
0-4
5-8
9-12
13-16
17+
13
11
9
7
6
16
14
12
8
6
Poison
and
Disease
14
12
10
8
6
PSY
Effects
14
12
10
8
6
ADVENTURING
ALIEN RUINS, HULKS, AND BASES
Many adventures will take place in
underworld or enclosed environments
including ancient alien underworld ruins,
space hulks, abandoned or active bases or
other installations, etc.. Rules relevant to
exploring such environments are included
herein for the draft play-test
test edition. A
revised version of these rules and rules for
planetary and space adventures will be
REST
Characters can explore, fight, or otherwise
remain active for 5 turns before needing to
rest for 1 turn. If a character chooses not to
rest at that point, he or she suffers a penalty
of -1 on hit and damage rolls, saving throws,
and any other roll under the adjudication of
the referee, until they have rested for 1 turn.
ENCUMBRANCE
Encumbrance is measured in pounds, and is
calculated based on adding the weights of all
significant items carried, including weapons
and armor. A character may normally carry
no more than 10 pounds per each one point
of their strength attribute. A characters
movement rate is reduced 25% for each 25%
of his or her maximum carrying capacity that
is exceeded by carried or worn items.
DOORS
Doors may be significant obstacles in space
dungeons.. A character with thief skill may
attempt to pick locks. Characters may also
AWARDING EXPERIENCE
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all
of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based
on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
HUMANSPACE EMPIRES
AGE:
STR:
INT:
DEX:
PSY:
CON:
CHA:
HP:
LANGUAGES:
AC:
ARMOR:
WEAPONS:
BACKGROUND SKILLS:
CLASS SKILLS:
POWERS :
CR/GEAR: